#define EFL_EO_API_SUPPORT #define EFL_BETA_API_SUPPORT #include "evas-3d-primitives.h" // TODO Use an external library of linear algebra. inline void _vec3_subtract(vec3 *out, const vec3 *a, const vec3 *b) { out->x = a->x - b->x; out->y = a->y - b->y; out->z = a->z - b->z; } inline void _vec3_copy(vec3 *dst, const vec3 *src) { dst->x = src->x; dst->y = src->y; dst->z = src->z; } inline void _vec3_cross_product(vec3 *out, const vec3 *a, const vec3 *b) { vec3 tmp; tmp.x = a->y * b->z - a->z * b->y; tmp.y = a->z * b->x - a->x * b->z; tmp.z = a->x * b->y - a->y * b->x; _vec3_copy(out, &tmp); } inline void _vec3_normalize(vec3 *out) { float size = out->x * out->x + out->y *out->y + out->z * out->z; size = sqrt(size); out->x /= size; out->y /= size; out->z /= size; } const float cube_vertices[] = { /* Front */ -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, /* Back */ 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.0, 0.0, -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, -1.0, 0.0, 0.0, /* Left */ -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, /* Right */ 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, -1.0, /* Top */ -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, /* Bottom */ 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.0, 0.0, -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, -1.0, 0.0, 0.0, }; const unsigned short cube_indices[] = { 0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 18, 17, 19, 20, 21, 22, 22, 21, 23 }; const float square_vertices[] = { -1.0, 1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, }; const unsigned short square_indices[] = {0, 1, 2, 2, 1, 3}; #define ALLOCATE_VERTEX_DATA \ vec3 *vertices = malloc(sizeof(vec3) * vcount); \ vec3 *normals = malloc(sizeof(vec3) * vcount); \ vec2 *tex_coord = malloc(sizeof(vec2) * vcount); \ vec3 *tangents = malloc(sizeof(vec3) * vcount); \ unsigned short *indices = malloc(sizeof(short) * icount); #define SET_VERTEX_DATA(frame) \ eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount), \ evas_3d_mesh_frame_add(frame), \ evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_POSITION, \ sizeof(vec3), &vertices[0]), \ evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_NORMAL, \ sizeof(vec3), &normals[0]), \ evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_TEXCOORD, \ sizeof(vec2), &tex_coord[0]), \ evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_TANGENT, \ sizeof(vec3), &tangents[0]), \ evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, \ icount, &indices[0])); \ free(vertices); \ free(normals); \ free(tangents); \ free(tex_coord); \ free(indices); #define SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, v_array, v_count, i_array, i_count) \ eo_do(mesh, \ evas_3d_mesh_vertex_count_set(v_count), \ evas_3d_mesh_frame_add(frame), \ evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_POSITION, \ 15 * sizeof(float), &v_array[0]), \ evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_NORMAL, \ 15 * sizeof(float), &v_array[3]), \ evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_COLOR, \ 15 * sizeof(float), &v_array[6]), \ evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_TEXCOORD, \ 15 * sizeof(float), &v_array[10]), \ evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_TANGENT, \ 15 * sizeof(float), &v_array[12]), \ evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, \ i_count, &i_array[0]), \ evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES)); vec3 _get_func_normal(Surface *func, float x, float y) { vec3 v00, v01, v10, d1, d2, normal; v00 = func(x, y); v01 = func(x, y + 0.01); v10 = func(x + 0.01, y); _vec3_subtract(&d1, &v00, &v01); _vec3_subtract(&d2, &v01, &v10); _vec3_cross_product(&normal, &d1, &d2); _vec3_normalize(&normal); return normal; } static float _random(int x, int y) { int k = x + y * 57; k = (k << 13) ^ k; return (1.0f - ((k * (k * k * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0f); } static float _smooth(float x, float y) { float res; res = (_random(x - 1, y - 1) + _random(x + 1, y - 1) + _random(x - 1, y + 1) + _random(x + 1, y + 1) ) / 16; res += (_random(x - 1, y) + _random(x + 1, y) + _random(x, y - 1) + _random(x, y + 1)) / 8; res += _random(x, y) / 4; return res; } static float _interpolate(float a, float b, float x) { float ft = x * M_PI; float f = (1 - cosf(ft)) * 0.5; return a * (1 - f) + b * f; } static float _noise(float x, float y) { float ix = (int)(x); float fx = x - ix; float iy = (int)(y); float fy = y - iy; float v1 = _smooth(ix, iy); float v2 = _smooth(ix + 1, iy); float v3 = _smooth(ix, iy + 1); float v4 = _smooth(ix + 1, iy + 1); float i1 = _interpolate(v1, v2, fx); float i2 = _interpolate(v3, v4, fx); return _interpolate(i1, i2, fy); } static vec3 _perlin_terrain(float x,float y) { vec3 out; float persistence = 0.5f; float frequency = 5; float amplitude = 1; int i = 0; int octaves = 5; out.x = x; x += 0.5; out.y = y; y += 0.5; out.z = 0; for(i = 0;i < octaves; i++) { out.z += _noise(x * frequency, y * frequency) * amplitude; amplitude *= persistence; frequency *= 2; } return out; } void _generate_grid_indices(unsigned short *indices, int count) { int i, j; unsigned short *index = &indices[0]; int vccount = count + 1; for (j = 0; j < count; j++) for (i = 0; i < count; i++) { *index++ = (unsigned short)(i + vccount * j); *index++ = i + vccount * (j + 1); *index++ = i + 1 + vccount * (j + 1); *index++ = i + vccount * j; *index++ = i + 1 + vccount * j; *index++ = i + vccount * (j + 1) + 1; } } void _generate_tape_indices(unsigned short *indices, int count) { int i, vccount = count + 1; unsigned short *index = &indices[0]; for (i = 0; i < count; i++) { *index++ = i; *index++ = i + 1; *index++ = i + 1 + vccount; *index++ = i; *index++ = i + vccount; *index++ = i + vccount + 1; } } void evas_3d_add_sphere_frame(Eo *mesh, int frame, int p, vec2 tex_scale) { int vcount, icount, vccount, i, j; icount = p * p * 6; vccount = p + 1; vcount = vccount * vccount; ALLOCATE_VERTEX_DATA double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi; dtheta = M_PI / p; dfi = 2 * M_PI / p; for (j = 0; j < vccount; j++) { theta = j * dtheta; sinth = sin(theta); costh = cos(theta); for (i = 0; i < vccount; i++) { fi = i * dfi; sinfi = sin(fi); cosfi = cos(fi); vertices[i + j * vccount].x = sinth * sinfi; vertices[i + j * vccount].y = costh; vertices[i + j * vccount].z = sinth * cosfi; normals[i + j * vccount] = vertices[i + j * vccount]; tangents[i + j * vccount].x = vertices[i + j * vccount].z; tangents[i + j * vccount].y = vertices[i + j * vccount].y; tangents[i + j * vccount].z = -vertices[i + j * vccount].x; tex_coord[i + j * vccount].x = i / (float)(vccount - 1) * tex_scale.x; tex_coord[i + j *vccount].y = tex_scale.y - j / (float)(vccount - 1) * tex_scale.y; } } _generate_grid_indices(indices, p); SET_VERTEX_DATA(frame) } void evas_3d_add_func_surface_frame(Eo *mesh, int frame, Surface func, int p, vec2 tex_scale) { int vcount, icount, vccount, i, j; icount = p * p * 6; vccount = p + 1; vcount = vccount * vccount; ALLOCATE_VERTEX_DATA double v, u, d = 1.0 / p; for (j = 0; j < vccount; j++) { u = j * d - 0.5; for (i = 0; i < vccount; i++) { v = i * d - 0.5; vertices[i + j * vccount] = func(v, u); normals[i + j * vccount] = _get_func_normal(func, v, u); // TODO Add tangent calculation tangents[i + j * vccount].x = 0; tangents[i + j * vccount].y = 0; tangents[i + j * vccount].z = 0; tex_coord[i + j * vccount].x = i / (float)(vccount - 1) * tex_scale.x; tex_coord[i + j *vccount].y = tex_scale.y - j / (float)(vccount - 1) * tex_scale.y; } } _generate_grid_indices(indices, p); SET_VERTEX_DATA(frame) } void evas_3d_add_terrain_frame(Eo *mesh, int frame, int p, vec2 tex_scale) { evas_3d_add_func_surface_frame(mesh, frame, _perlin_terrain, p, tex_scale); } void evas_3d_add_torus_frame(Eo *mesh, int frame, float rratio, int p, vec2 tex_scale) { int vcount, icount, vccount, i, j; icount = p * p * 6; vccount = p + 1; vcount = vccount * vccount; ALLOCATE_VERTEX_DATA double d, sinth, costh, fi, theta, sinfi, cosfi; d = 2 * M_PI / p; for (j = 0; j < vccount; j++) { theta = j * d; sinth = sin(theta); costh = cos(theta); for (i = 0; i < vccount; i++) { fi = i * d; sinfi = sin(fi); cosfi = cos(fi); vertices[i + j * vccount].x = (1 + rratio * cosfi) * costh; vertices[i + j * vccount].y = (1 + rratio * cosfi) * sinth; vertices[i + j * vccount].z = rratio * sinfi; normals[i + j * vccount].x = cosfi * costh; normals[i + j * vccount].y = cosfi * sinth; normals[i + j * vccount].z = sinfi; tangents[i + j * vccount].x = - sinfi * costh; tangents[i + j * vccount].y = - sinfi * sinth; tangents[i + j * vccount].z = cosfi; _vec3_normalize(&normals[i + j * vccount]); tex_coord[i + j * vccount].x = i / (float)(vccount - 1) * tex_scale.x; tex_coord[i + j *vccount].y = tex_scale.y - j / (float)(vccount - 1) * tex_scale.y; } } _generate_grid_indices(indices, p); SET_VERTEX_DATA(frame) } void evas_3d_add_cylinder_frame(Eo *mesh, int frame, int p, vec2 tex_scale) { int vcount, icount, vccount, i; icount = p * 6; vccount = p + 1; vcount = 2 * vccount; ALLOCATE_VERTEX_DATA double dfi, fi, sinfi, cosfi; dfi = 2 * M_PI / p; for (i = 0; i < vccount; i++) { fi = i * dfi; sinfi = sin(fi); cosfi = cos(fi); vertices[i + vccount].x = vertices[i].x = sinfi ; vertices[i].y = -0.5; vertices[i + vccount].z = vertices[i].z = cosfi; vertices[i + vccount].y = 0.5; normals[i + vccount].x = normals[i].x = sinfi; normals[i + vccount].y = normals[i].y = 0; normals[i + vccount].z = normals[i].z = cosfi; tangents[i + vccount].x = tangents[i].x = cosfi; tangents[i + vccount].y = tangents[i].y = 0; tangents[i + vccount].z = tangents[i].z = -sinfi; tex_coord[i].x = i / (float)(vccount - 1) * tex_scale.x; tex_coord[i].y = 0; tex_coord[i + vccount].x = i / (float)(vccount - 1) * tex_scale.x; tex_coord[i + vccount].y = tex_scale.y; } _generate_tape_indices(indices, p); SET_VERTEX_DATA(frame) } void evas_3d_add_cone_frame(Eo *mesh, int frame, int p, vec2 tex_scale) { int vcount, icount, vccount, i; double dfi, fi, sinfi, cosfi; icount = p * 6; vccount = p + 1; vcount = 2 * vccount; dfi = 2.0 * M_PI / p; ALLOCATE_VERTEX_DATA for (i = 0; i < vccount; i++) { fi = i * dfi; sinfi = sin(fi); cosfi = cos(fi); vertices[i].x = sinfi; vertices[i].y = 0; vertices[i].z = cosfi; vertices[i + vccount].x = 0; vertices[i + vccount].y = 1; vertices[i + vccount].z = 0; normals[i + vccount].x = normals[i].x = sinfi * 0.71; normals[i + vccount].y = normals[i].y = 0.71; normals[i + vccount].z = normals[i].z = cosfi * 0.71; tangents[i + vccount].x = tangents[i].x = cosfi; tangents[i + vccount].y = tangents[i].y = 0; tangents[i + vccount].z = tangents[i].z = -sinfi; tex_coord[i].x = i / (float)(vccount - 1) * tex_scale.x; tex_coord[i].y = 0; tex_coord[i + vccount].x = tex_coord[i].x; tex_coord[i + vccount].y = tex_scale.y; } _generate_tape_indices(indices, p); SET_VERTEX_DATA(frame) } void evas_3d_add_square_frame(Eo *mesh, int frame) { SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, square_vertices, 4, square_indices, 6) } void evas_3d_add_cube_frame(Eo *mesh, int frame) { SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, cube_vertices, 24, cube_indices, 36) }